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Okay, it looks like colour 3 is approximately phase offset 0, and the palette wraps around after 14 entries, not 16. Also got a bit less dependent on floating point accuracy for the step.
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@ -158,8 +158,8 @@ const char *Machine::get_signal_decoder()
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"{\n"
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"vec2 c = texture(texID, coordinate).rg;"
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"float y = 0.1 + c.x * 0.91071428571429;\n"
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"float aOffset = 6.283185308 * c.y;\n"
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"return y + step(0.0625, c.y) * 0.1 * sin(phase + aOffset);\n"
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"float aOffset = 6.283185308 * (c.y - 3.0 / 16.0) * 1.14285714285714;\n"
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"return y + step(0.03125, c.y) * 0.1 * sin(phase + aOffset);\n"
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"}";
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}
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